Lower Karazhan Mythic+ Route Guide - Legion 7.3.5

This Mythic Keystone Lower Karazhan guide will take you through the best route to complete the dungeon, give advice for bosses and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the Lower Karazhan Dungeon Ability Guide.

Mythic+ Leaderboard Rankings

The following data has been generously provided by Raider.IO's Lower Return to Karazhan Leaderboards. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!Top Mythic Classes for Lower Return to Karazhan with Current Affixes

Trash

Click the arrows to navigate through the trash path.

The Forlorn Spirit is a bit of a slow kill but is a bit far away from the subsequent packs to pull it with anything else.

The Philanthropists are very dangerous, not just because of Pennies From Heaven but also Throw Coin which will chunk the tank. When they die, all mobs around them will deal +25% damage but since they have more HP than Patrons they tend to be last to die anyway.-> Tip: Stunning or displacing during the Pennies From Heaven channel will stop the cast entirely.

If you have anyone with stealth, they should run through these packs and start the Opera RP. If not, send a DPS through as soon as possible. You can pull multiple packs at once if your tank has cooldowns up.

Stick hard to the left and run these mobs through to the next room so that you can AoE them down with the next pack.

You can stand in the 聚光灯 created by the Understudy mobs to get a 50% damage buff, you just can't be standing on top of them when they cast Final Curtain.

If you have some insane AoE CC then you can pull this entire room at once. It's safer to do it in two packs. The first group of Backup Singers can be pulled around the corner, but will aggro as you reach the bottom of the corridor so let your tank go first.

-> The main killers of this room are Tank Damage and uninterrupted Firelands Portal casts. Make sure that you have a plan for both before going into this room.

Here we'll pull the Usher and the entire right hand side of the opera audience. Make sure you turn away during the Flashlight.

You probably want to pull these in two groups of two.

Stay at least 10 yards from the Spectral Valet if you're ranged so you're not hit by Demoralizing Shout. You can also stun the cast.

The Guardsman cleave in a cone in front of them so should be faced away.

Take the Maiden patrol as soon as possible to avoid it doubling up with another pack. These mobs can be quite dangerous so we'll take a close look at their abilities.Reformed Maiden:- Will cast Flirt while above 50% life. This does nothing except debuff a random player.- Will cast Heartbreaker while below 50% life which will one shot anyone still afflicted by Flirt. It therefore needs to be dispelled before you push the boss below 50%.

Wholesome Hostess:- Face her away from the party below 50% and the tank should side step 女妖的哀号 to avoid the high damage.- Make sure nobody in the party reaches 100 stacks of Allured (to avoid the Mind Control).

Stick hard to the right to avoid the awful Attendant / Retainer pack. Jump over the corner railing to land in Moroes room and let the tank go first so they can pick up any mobs that pull.

Nothing in this room is very dangerous, and you can usually pull multiple Guest packs at once. The Arcane Wardens aren't too bad anymore, so long as you spread for the Volatile Charge.

With Moroes dead we're going to dip into the kitchen to pick up some trash percentage before we move on. The Baker, Hound, Chef pack deals moderately high tank damage but are otherwise a very easy pack.

The double Baker pack is actually pretty frightening and they aren't worth much so we'll settle for the Waiters instead.

Pull the Arcane Warden and two packs of Phantom Guests. You're also very likely to get an undying servant or two. Next, stick hard to the right until you make it to the stairs to avoid pulling anything extra. Avoid the Attendants / Retainers.

The Stablehands will cast Healing Touch and you should interrupt the long cast. The Stable Hands are pretty bad Druids apparently. The Chargers will... well... charge and you should avoid the giant purple zones. As of 7.3 there is no longer a patrolling pack to watch out for.

These packs were reduced in size in 7.3, but you should still grab them one by one. The Apprentices will cast Burning Brand on random players and the party should spread to avoid two players overlapping. It deals significant AoE damage on expiration. The Journeyman have a giant hammer cleave and should be faced away from the party.

Pulling the boss does pull all of his trash, so we'll clear everything. It's often best to focus down the Stable Hands as priority since you really don't want a heal to go off.

Pull two Ghostly Understudy packs through to next room.AoE down Ghostly Understudys.Pull Backup Singer packs (x2)Pull Patron packs (x2)Pull two packs of Patrons watching the operaPull patrolling UsherPull Skeletal Usher packs (x3)Pull one guest packStay left and pull through to Maiden.{skull}|cff8788eeMaiden of Virtue|r{skull}

Run back through to the banquet hall and stick to the right.SKIP Retainer / Attendant packJump over railing into Moroes roomClear Moroes room{skull}|cff8788eeMoroes|r{skull}

Pull Baker / Hound pack in kitchenPull double waiters in kitchenRun back through Moroes room to ballroomClear two guest packs in ballroomRun downstairs to stablesClear all trash in Stables{skull}|cff8788eeAttumen the Huntsman|r{skull}

|cffffff00Questionablyepic.com/mythic-plus|r

Affixes

Let's take a look at some of the notable affix interactions in Lower Kara.

Lower Karazhan is filled with large packs, often with varying HP which makes all of these affixes a little tough.

Take your time and try not to pull extra mobs. You don't need to alter your trash pathing since most of the alternative packs are similarly difficult but avoid mixing different packs and be smart with your target selection.

Grievous Tyrannical Moroes is a hard gear check for your healer. They'll need to focus on Grievous fundamentals like topping one person off at a time rather than delivering smaller heals to the entire party.

Large trash packs lead to high Necrotic stacks however most trash pulls should be over very quickly so your usual stun rotation should be sufficient to keep the tank alive.

Explosive is generally really bad on opera as two of the three fights have very spread out mobs that can all summon Explosive.

Recommended kill order is Babblet > Luminore > Mrs. Cauldrons > Coggleston. They all heal to full and gain +25% damage when one dies to holster your cleave.

Tank dying late in the fight? Make sure you're burning down the cutlery. The 1-2-3 punch of Dinner Bell > Dent Armor > Bloody Jab should be controlled with burst DPS on the adds and heavy cooldowns on the tank.

Babblet gains movement speed if kited through any of the burning blazes left out by Luminore. This will definitely lead to somebody getting taken out with the trash so be careful with your kite path. Every 12 seconds Babblet will change fixate targets.

Tip: Remove fire patches by walking through them with the 浸透 debuff. You won't take damage from the fire.

This is basically a big game of "dodge the thing" and this is particularly important for high keys where getting hit by one thing is enough to break your poor key.

Kill order is always Gang Ruffians / Shoreline Tidespeakers before the bosses.

Dashing Flame Gale will hit every player, and leave a flame cyclone at their position. If you stack up during the phase, then all of the cyclones will be kept in one place (remember to outrange Burning Leg Sweep though!).

If your team is on point you should only have to deal with healing through Dashing Flame Gale (low damage), Thunder Ritual (you've got 4 seconds of debuff to top everyone off before the damage hits), and Poisonous Shank (make sure you can see it on your healing frames).

Flashy Bolt hits random party members and should be interrupted, especially when there are Winged Assistants up.

The key mechanic in this fight is the Magic Magnificent ability. It's a five second cast and it's signaled by Galindre going into a purple bubble. You can enter one of the purple gravity wells to shoot yourself into the air, avoiding all damage. Simply jumping isn't sufficient (even for a Demon Hunter). If you find yourself with less than 5 gravity wells when the ability hits (this means somebody waltzed into one earlier) then somebody with an immunity or heavy damage reduction can sit out and take the blow.

The two witches share an HP pool. Make sure to cleave!

Winged assistants can be tanked, but you should still commit some damage to them to keep numbers under control.

You should never get a stack of Sacred Ground when dropping your pool. Make sure you're moving quickly.

The range on Holy Bolt is 6 yards and you must be at least that spread out.

Holy Shock and Holy Wrath must be interrupted 100% of the time.

You'll need two melee interrupt rotation to hit all the kicks.

The healer should grab a Sacred Ground debuff 8-10 seconds before Mass Repentance hits. This means that the last tick or two of the debuff will remove Mass Repentance and you can focus on keeping the rest of your party alive. You still take the same amount of damage overall, but this is a better spread. More advanced groups might have two party members grab it early.

The strategy here really depends on what dinner guests you have available but on meaningful keys you'll definitely want to CC at least two of the guests. There are extra traps in the kitchen and ball room if you want to CC a third.

Tip: The more mobs that are not CC'ed, the faster the casts will be. With all casts active Will Breaker will be near instant and you'll have to successfully interrupt Empowered Arms in less than a second. All dinner guests become immune to CC when Moroes hits 60% HP and you'll want them all dead before then.

Both Mortal Strike and Shared Suffering are targeted at the tank and can be entirely dodged.

Tip: Mortal Strike can be dodged or parried.

Tip: Shared Suffering will likely one shot your entire party on a decently high key if everyone stacks. Either the Tank can escape it by popping an Infernal Strike / Heroic Leap or just solo it using a heavy personal.

Unfortunately, Intangible Presence uses a "hidden aura" to signal which one has the ghost so we can't make a clever Weak Aura. I'd recommend your party call individually if they have the ghost on them since trying to find it can be difficult and dispelling the wrong person is very dangerous.

Affix Details

For more information on any particular affix, click on the corresponding tab below.

Enemies who die will buff other nearby enemies with 激励, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 30 yards in 7.2. In addition, mobs affected by the 激励 buff will become immune to many types of CC (though they are still vulnerable to stuns).

This affix causes the end of a trash fight to be more dangerous than the start. Players should follow these general guidelines:

Do not pull multiple trash packs at once, so that the maximum stack size of 激励 stays low

Attempt to DPS the enemies down evenly

However, if there is a priority target, such as the Wrathguard Bladelord in Black Rook Hold, it may still be beneficial to focus fire and kill these targets first

The healer will need to use cooldowns on the tank if possible when an enemy has high stacks of 激励

The 激励 affix does not apply to adds in a boss encounter. For example, killing the Risen Warriors in the Mythic+ Ymiron fight in Maw of Souls should not apply 激励 to Ymiron or any of the other Risen Warriors. However, if players drag trash packs into a boss fight, those trash mobs will apply 激励 to the boss when they die. This is undesirable. If players wish to save time by dragging trash into a boss fight, be sure to pull the trash more than 30 yards away from the boss before killing it.

Successful melee attacks will apply the 死疽溃烂 debuff to the struck player, reducing the potency of healing and absorption shields by 3% per stack, and dealing stacking damage. The 死疽溃烂 debuff lasts for 9 seconds in 7.2, but the duration of the debuff is refreshed each time a new stack is applied, so it will be very difficult for tanks to drop their stacks while actively in combat. 死疽溃烂 is removed upon dropping combat.

This can stack very rapidly on large trash packs, and can be a nuisance on boss fights. Players should follow these general guidelines:

Do not pull multiple trash packs at once

Use AoE CCs, such as stuns, knockbacks, and slows, to allow the tank to kite effectively at high stacks of 死疽溃烂

During boss fights, a non-tank player with a taunt ability can taunt the boss away from the tank to allow 死疽溃烂 to fall off

At very high Keystone levels, groups may wish to bring two tanks to help manage the 死疽溃烂 debuff.

When the 震荡 affix is active, at random times throughout the dungeon (regardless of combat) all players will receive the 践踏 debuff and upon expiry inflict damage and interrupting active spell casts to themselves and nearby allies.

践踏 can apply when running between bosses and will continue to occur after the dungeon is completed. If your party's composition is melee heavy, make sure to spread out the circles whenever 践踏 is applied.

The 暴怒 affix causes enemies to 激怒 at 30% health, dealing 100% additional damage until they are defeated.

When this affix is active, AoE and cleave damage can be dangerous. Be sure to mark a priority target in each pull, and when that target 激怒s, focus fire to bring it down quickly. Stuns and other forms of CC can be used to reduce the damage the party will take from 激怒d mobs.

A pool of Sanguine IchorWhenever a non-boss enemy dies, a pool of 鲜血脓液 forms at its location. This spell has two effects:

鲜血脓液 heals enemies standing within it for 5% of their health each second

鲜血脓液 deals damage to players standing within it for 15% of their health each second

Tanks must pull the remaining mobs away from the location of the 鲜血脓液 pool, and melee DPS must be cautious. It does take several seconds for the 鲜血脓液 to form, so there is plenty of time to react and avoid damage.

This affix is particularly difficult when fighting large groups of trivial adds, and may require tanks to clear additional space or pull enemies back into previously cleared areas so there is room to kite. This is also a difficult mechanic in any area where the predominant floor color is red - particularly in the Oakheart-to-Dresaron stretch of Darkheart Thicket.

In 7.2, Sanguine pools have been changed to apply their first damage tick immediately. This means that it's more important to place the pools of sanguine in safe locations so that the group may traverse the dungeon without taking a large amount of damage from crossing the sanguine pools after combat has ended.

The 无常 affix causes tank threat to be less potent, meaning that DPS players are likely to pull threat off of the tank if not careful. Tanks should mark a priority target on which they will be focusing the brunt of their attacks, and DPS should try to avoid dealing too much damage to the non-priority targets.

Hunters and Rogues should help the tank by using 误导 and 嫁祸诀窍 respectively.

In a 繁盛 dungeon, the number of trash mobs that players must kill in order to meet the "Enemy Forces" requirement is increased to accommodate the additional trash.The 繁盛 affix causes extra mobs to spawn in particular trash packs. Not every pack is affected, but many of the most dangerous trash packs are.

The 易爆 affix causes enemies that you are currently in combat with to spawn Fel Explosives within 3 yards of its current location. These Fel Explosives will begin to cast 邪能爆破 and if successful, will detonate dealing a significant amount of damage. Fel Explosives have a very small amount of HP but are completely immune to AoE spells such as 暴风雪 and 星辰坠落.

Since every monster has a chance to spawn Fel Explosives, be careful about pulling too many monsters at a time. If you pull too many, you might spend all your time killing Fel Explosives and not actually hitting the monsters themselves!

These orbs are the top priority for all players!

The 重伤 affix is particularly dangerous against monsters that deal consistant AoE damage. When a player falls below 90% health, the 重伤 DoT is applied and begins to stack every couple of seconds until the player reaches full health. These stacks will cap at 5 but it's important for the healer to remove these as soon as possible to avoid falling behind. DPS should avoid taking as much damage as possible this week, since taking damage is extra punishing due to the 重伤 debuff.

崩裂, is essentially one of the main mechanics from Mythic: Il'gynoth in the Emerald Nightmare. Whenever a monster is killed, all players will get a stack of 爆裂 which will stack. One or two stacks will not be deadly, but killing an entire pack of 8 packs simultaneously will probably end up killing the party.

During 崩裂, it's important to stagger the deaths of the enemy forces so that the debuff doesn't stack up too high. Be careful not to use too many AoE abilities and kill the monsters too soon.

Immunity abilities such as 暗影斗篷 and 寒冰屏障 will remove all current stacks and prevent future stacks from applying.

A Volcanic Plume

Move before it erupts

Enemies in a 火山 dungeon will cause s to spawn beneath the feet of distant players. Two seconds later, the 岩浆柱 will erupt, dealing damage equal to 50% of the player's health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.

When fighting a single enemy, a will form approximately every 10 seconds.

Note that "distant" refers to the distance from the enemy mob. In most cases, melee DPS and tanks do not have to worry about this mechanic, and if ranged DPS and healers stand close to the enemies, s may not spawn. However, if there is an enemy that leaps away, or an add that spawns far from its summoner, s may begin to appear in melee range. This can occur during the following notable fights:

During the Inquisitor Tormentorum encounter in the Vault of the Wardens, due to the Tormenting Orbs

Fighting Valarjar Marksman in the Halls of Valor

Fighting Rockbound Trappers in Neltharion's Lair, or during the Naraxas encounter

岩浆柱s can be difficult to see during bright or busy ground effects. Players should move out of the 岩浆柱 immediately upon noticing it, and may wish to preemptively move during mechanics such as Eye of the Storm in the Hyrja encounter, where constant unavoidable damage combined with the 岩浆柱 hit could cause a fatality.

强韧 is multiplicative with the Mythic+damage and health modifiersThis affix will only affect Keystones of level 10 or higher. In a 强韧 dungeon, all of the trash mobs have 20% more health and deal 30% additional damage.

Avoid pulling excessive trash packs

Use AoE CC and stuns liberally to reduce damage

Focus on priority targets

Tanks may need to kite enemies more frequently

Multiple tanks may be preferred for certain dungeons with particularly dangerous trash pulls

强韧's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, the trash will all have 140% additional health and deal 180% additional damage. Certain trash packs may be able to one-shot party members with their mechanics under this affix; for example, the in 英灵殿 may instantly kill players with 破碎符文 if it is allowed to cast. Interrupts and performing trash mechanics properly are very important!

强韧 is particularly dangerous in combination with 激励, 暴怒, or 繁盛 affixes.

残暴 greatly increases thedanger of boss fightsThis affix will only affect Keystones of level 10 or higher. In a 残暴 dungeon, all of the bosses have 40% more health and deal 15% additional damage.

This can cause many extremely dangerous abilities to one-shot the party if health levels are not high enough

Serves as an additional gear check to these dungeons

Tanks may need to kite bosses more frequently

Multiple tanks may be preferred for certain dungeons with particularly threatening boss mechanics

残暴's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, bosses will have 180% additional health and deal 140% additional damage. Certain bosses that gain percent-based damage modifiers during the course of their encounter pose particular problems in 残暴 dungeons: